This snapshot establishes the camera-to-result recognition flow and related tests while checking in the project skill/docs assets required for the configured local tooling.
466 lines
16 KiB
Markdown
466 lines
16 KiB
Markdown
---
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name: axiom-uikit-animation-debugging
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description: Use when CAAnimation completion handler doesn't fire, spring physics look wrong on device, animation duration mismatches actual time, gesture + animation interaction causes jank, or timing differs between simulator and real hardware - systematic CAAnimation diagnosis with CATransaction patterns, frame rate awareness, and device-specific behavior
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license: MIT
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metadata:
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version: "1.0.0"
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---
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# UIKit Animation Debugging
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## Overview
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CAAnimation issues manifest as missing completion handlers, wrong timing, or jank under specific conditions. **Core principle** 90% of CAAnimation problems are CATransaction timing, layer state, or frame rate assumptions, not Core Animation bugs.
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## Red Flags — Suspect CAAnimation Issue
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If you see ANY of these, suspect animation logic not device behavior:
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- Completion handler fires on simulator but not device
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- Animation duration (0.5s) doesn't match visual duration (1.2s)
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- Spring animation looks correct on iPhone 15 Pro but janky on older devices
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- Gesture + animation together causes stuttering (fine separately)
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- `[weak self]` in completion handler and you're not sure why
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- ❌ **FORBIDDEN** Hardcoding duration/values to "match what actually happens"
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- This ships device-specific bugs to users on different hardware
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- Do not rationalize this as a "temporary fix" or "good enough"
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**Critical distinction** Simulator often hides timing issues (60Hz only, no throttling). Real devices expose them (variable frame rate, CPU throttling, background pressure). **MANDATORY: Test on real device (oldest supported model) before shipping.**
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## Mandatory First Steps
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**ALWAYS run these FIRST** (before changing code):
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```swift
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// 1. Check if completion is firing at all
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animation.completion = { [weak self] finished in
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print("🔥 COMPLETION FIRED: finished=\(finished)")
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guard let self = self else {
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print("🔥 SELF WAS NIL")
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return
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}
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// original code
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}
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// 2. Check actual duration vs declared
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let startTime = Date()
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let anim = CABasicAnimation(keyPath: "position.x")
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anim.duration = 0.5 // Declared
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layer.add(anim, forKey: "test")
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DispatchQueue.main.asyncAfter(deadline: .now() + 0.51) {
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print("Elapsed: \(Date().timeIntervalSince(startTime))") // Actual
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}
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// 3. Check what animations are active
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if let keys = layer.animationKeys() {
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print("Active animations: \(keys)")
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for key in keys {
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if let anim = layer.animation(forKey: key) {
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print("\(key): duration=\(anim.duration), removed=\(anim.isRemovedOnCompletion)")
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}
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}
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}
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// 4. Check layer state
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print("Layer speed: \(layer.speed)") // != 1.0 means timing is scaled
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print("Layer timeOffset: \(layer.timeOffset)") // != 0 means animation is offset
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```
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#### What this tells you
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- **Completion print appears** → Handler fires, issue is in callback code
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- **Completion print missing** → Handler not firing, check CATransaction/layer state
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- **Elapsed time == declared** → Duration is correct, visual jank is from frames
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- **Elapsed time != declared** → CATransaction wrapping is changing duration
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- **layer.speed != 1.0** → Something is slowing animation
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- **Active animations list is long** → Multiple animations competing
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#### MANDATORY INTERPRETATION
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Before changing ANY code, you must identify which ONE diagnostic is the root cause:
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1. If completion fires but elapsed time != declared duration → Apply Pattern 2 (CATransaction)
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2. If completion doesn't fire AND isRemovedOnCompletion is true → Apply Pattern 3
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3. If completion fires but visual is janky → **MUST profile with Instruments first**
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- You cannot guess "it's probably frames" - prove it with data
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- Profile > Core Animation instrument shows frame drops with certainty
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- If you skip Instruments, you're guessing
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#### If diagnostics are contradictory or unclear
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- STOP. Do NOT proceed to patterns yet
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- Add more print statements to narrow the cause
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- Ask: "The diagnostics show X and Y but Z doesn't match. What am I missing?"
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- Profile with Instruments > Core Animation if unsure
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## Decision Tree
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```
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CAAnimation problem?
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├─ Completion handler never fires?
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│ ├─ On simulator only?
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│ │ └─ Simulator timing is different (60Hz). Test on real device.
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│ ├─ On real device only?
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│ │ ├─ Check: isRemovedOnCompletion and fillMode
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│ │ ├─ Check: CATransaction wrapping
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│ │ └─ Check: app goes to background during animation
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│ └─ On both simulator and device?
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│ ├─ Check: completion handler is set BEFORE adding animation
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│ └─ Check: [weak self] is actually captured (not nil before completion)
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│
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├─ Duration mismatch (declared != visual)?
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│ ├─ Is layer.speed != 1.0?
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│ │ └─ Something scaled animation duration. Find and fix.
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│ ├─ Is animation wrapped in CATransaction?
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│ │ └─ CATransaction.setAnimationDuration() overrides animation.duration
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│ └─ Is visual duration LONGER than declared?
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│ └─ Simulator (60Hz) vs device frame rate (120Hz). Recalculate for real hardware.
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│
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├─ Spring physics wrong on device?
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│ ├─ Are values hardcoded for one device?
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│ │ └─ Use device performance class, not model
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│ ├─ Are damping/stiffness values swapped with mass/stiffness?
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│ │ └─ Check CASpringAnimation parameter meanings
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│ └─ Does it work on simulator but not device?
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│ └─ Simulator uses 60Hz. Device may use 120Hz. Recalculate.
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│
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└─ Gesture + animation jank?
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├─ Are animations competing (same keyPath)?
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│ └─ Remove old animation before adding new
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├─ Is gesture updating layer while animation runs?
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│ └─ Use CADisplayLink for synchronized updates
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└─ Is gesture blocking the main thread?
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└─ Profile with Instruments > Core Animation
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```
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## Common Patterns
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### Pattern Selection Rules (MANDATORY)
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#### Apply ONE pattern at a time, in this order
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1. **Always start with Pattern 1** (Completion Handler Basics)
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- If completion NEVER fires → Pattern 1
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- Verify completion is set BEFORE add() with print statement (line 33)
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- Only proceed to Pattern 2 if completion FIRES but timing is wrong
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2. **Then Pattern 2** (CATransaction duration mismatch)
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- Only if completion fires but elapsed time != declared duration
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- Check logs from Mandatory First Steps (line 40-47)
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3. **Then Pattern 3** (isRemovedOnCompletion)
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- Only if animation completes but visual state reverts
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4. **Patterns 4-7** Apply based on specific symptom (see Decision Tree line 91+)
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#### FORBIDDEN
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- ❌ Applying multiple patterns at once ("let me try Pattern 2 AND Pattern 4 together")
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- ❌ Skipping Pattern 1 because "I already know it's not that"
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- ❌ Combining patterns without understanding why each is needed
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- ❌ Trying patterns randomly and hoping one works
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### Pattern 1: Completion Handler Basics
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#### ❌ WRONG (Handler set AFTER adding animation)
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```swift
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layer.add(animation, forKey: "myAnimation")
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animation.completion = { finished in // ❌ Too late!
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print("Done")
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}
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```
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#### ✅ CORRECT (Handler set BEFORE adding)
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```swift
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animation.completion = { [weak self] finished in
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print("🔥 Animation finished: \(finished)")
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guard let self = self else { return }
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self.doNextStep()
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}
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layer.add(animation, forKey: "myAnimation")
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```
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**Why** Completion handler must be set before animation is added to layer. Setting after does nothing.
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---
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### Pattern 2: CATransaction vs animation.duration
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#### ❌ WRONG (CATransaction overrides animation duration)
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```swift
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CATransaction.begin()
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CATransaction.setAnimationDuration(2.0) // ❌ Overrides all animations!
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let anim = CABasicAnimation(keyPath: "position")
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anim.duration = 0.5 // This is ignored
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layer.add(anim, forKey: nil)
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CATransaction.commit() // Animation takes 2.0 seconds, not 0.5
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```
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#### ✅ CORRECT (Set duration on animation, not transaction)
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```swift
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let anim = CABasicAnimation(keyPath: "position")
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anim.duration = 0.5
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layer.add(anim, forKey: nil)
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// No CATransaction wrapping
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```
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**Why** CATransaction.setAnimationDuration() affects ALL animations in the transaction block. Use it only if you want to change all animations uniformly.
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---
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### Pattern 3: isRemovedOnCompletion & fillMode
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#### ❌ WRONG (Animation disappears after completion)
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```swift
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let anim = CABasicAnimation(keyPath: "opacity")
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anim.fromValue = 1.0
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anim.toValue = 0.0
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anim.duration = 0.5
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layer.add(anim, forKey: nil)
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// After 0.5s, animation is removed AND layer reverts to original state
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```
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#### ✅ CORRECT (Keep animation state)
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```swift
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anim.isRemovedOnCompletion = false
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anim.fillMode = .forwards // Keep final state after animation
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layer.add(anim, forKey: nil)
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// After 0.5s, animation state is preserved
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```
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**Why** By default, animations are removed and layer reverts. For permanent state changes, set `isRemovedOnCompletion = false` and `fillMode = .forwards`.
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---
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### Pattern 4: Weak Self in Completion (MANDATORY)
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#### ❌ FORBIDDEN (Strong self creates retain cycle)
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```swift
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anim.completion = { finished in
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self.property = "value" // ❌ GUARANTEED retain cycle
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}
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```
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#### ✅ MANDATORY (Always use weak self)
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```swift
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anim.completion = { [weak self] finished in
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guard let self = self else { return }
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self.property = "value" // Safe to access
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}
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```
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#### Why this is MANDATORY, not optional
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- CAAnimation keeps completion handler alive until animation completes
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- Completion handler captures self strongly (unless explicitly weak)
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- Creates retain cycle: self → animation → completion → self
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- Memory leak occurs even if animation is short-lived (0.3s doesn't prevent it)
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#### FORBIDDEN rationalizations
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- ❌ "Animation is short, so no retain cycle risk"
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- ❌ "I'll remove the animation manually, so it's fine"
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- ❌ "This code path only runs once"
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#### ALWAYS use [weak self] in completion handlers. No exceptions.
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---
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### Pattern 5: Multiple Animations (Same keyPath)
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#### ❌ WRONG (Animations conflict)
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```swift
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// Add animation 1
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let anim1 = CABasicAnimation(keyPath: "position.x")
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anim1.toValue = 100
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layer.add(anim1, forKey: "slide")
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// Later, add animation 2
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let anim2 = CABasicAnimation(keyPath: "position.x")
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anim2.toValue = 200
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layer.add(anim2, forKey: "slide") // ❌ Same key, replaces anim1!
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```
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#### ✅ CORRECT (Remove before adding)
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```swift
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layer.removeAnimation(forKey: "slide") // Remove old first
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let anim2 = CABasicAnimation(keyPath: "position.x")
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anim2.toValue = 200
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layer.add(anim2, forKey: "slide")
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```
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Or use unique keys:
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```swift
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let anim1 = CABasicAnimation(keyPath: "position.x")
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layer.add(anim1, forKey: "slide_1")
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let anim2 = CABasicAnimation(keyPath: "position.x")
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layer.add(anim2, forKey: "slide_2") // Different key
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```
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**Why** Adding animation with same key replaces previous animation. Either remove old animation or use unique keys.
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---
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### Pattern 6: CADisplayLink for Gesture + Animation Sync
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#### ❌ WRONG (Gesture updates directly, animation updates at different rate)
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```swift
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func handlePan(_ gesture: UIPanGestureRecognizer) {
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let translation = gesture.translation(in: view)
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view.layer.position.x = translation.x // ❌ Syncing issue
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}
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// Separately:
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let anim = CABasicAnimation(keyPath: "position.x")
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view.layer.add(anim, forKey: nil) // Jank from desync
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```
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#### ✅ CORRECT (Use CADisplayLink for synchronization)
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```swift
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var displayLink: CADisplayLink?
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func startSyncedAnimation() {
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displayLink = CADisplayLink(
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target: self,
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selector: #selector(updateAnimation)
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)
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displayLink?.add(to: .main, forMode: .common)
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}
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@objc func updateAnimation() {
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// Update gesture AND animation in same frame
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let gesture = currentGesture
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let position = calculatePosition(from: gesture)
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layer.position = position // Synchronized update
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}
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```
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**Why** Gesture recognizer and CAAnimation may run at different frame rates. CADisplayLink syncs both to screen refresh rate.
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---
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### Pattern 7: Spring Animation Device Differences
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#### ❌ WRONG (Hardcoded for one device)
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```swift
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let springAnim = CASpringAnimation()
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springAnim.damping = 0.7 // Hardcoded for iPhone 15 Pro
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springAnim.stiffness = 100
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layer.add(springAnim, forKey: nil) // Janky on iPhone 12
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```
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#### ✅ CORRECT (Adapt to device performance)
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```swift
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let springAnim = CASpringAnimation()
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// Use device performance class, not model
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if ProcessInfo.processInfo.processorCount >= 6 {
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// Modern A-series (A14+)
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springAnim.damping = 0.7
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springAnim.stiffness = 100
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} else {
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// Older A-series
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springAnim.damping = 0.85
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springAnim.stiffness = 80
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}
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layer.add(springAnim, forKey: nil)
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```
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**Why** Spring physics feel different at 60Hz vs 120Hz. Use device class (core count, GPU) not model.
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---
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## Quick Reference Table
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| Issue | Check | Fix |
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|-------|-------|-----|
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| Completion never fires | Set handler BEFORE `add()` | Move `completion =` before `add()` |
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| Duration mismatch | Is CATransaction wrapping? | Remove CATransaction or remove animation from it |
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| Jank on older devices | Is value hardcoded? | Use `ProcessInfo` for device class |
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| Animation disappears | `isRemovedOnCompletion`? | Set to `false`, use `fillMode = .forwards` |
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| Gesture + animation jank | Synced updates? | Use `CADisplayLink` |
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| Multiple animations conflict | Same key? | Use unique keys or `removeAnimation()` first |
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| Weak self in handler | Completion captured correctly? | Always use `[weak self]` in completion |
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## When You're Stuck After 30 Minutes
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If you've spent >30 minutes and the animation is still broken:
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#### STOP. You either
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1. Skipped a mandatory step (most common)
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2. Misinterpreted diagnostic output
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3. Applied wrong pattern for your symptom
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4. Are in the 5% edge case requiring Instruments profiling
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#### MANDATORY checklist before claiming "skill didn't work"
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- [ ] I ran ALL 4 diagnostic blocks from Mandatory First Steps (lines 28-63)
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- [ ] I pasted the EXACT output of diagnostics (logs, print statements)
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- [ ] I identified ONE root cause from "What this tells you" (lines 66-72)
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- [ ] I applied the FIRST matching pattern from Decision Tree (lines 91+)
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- [ ] I tested the pattern on a REAL device, not just simulator
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- [ ] I verified the pattern with print statements/logs showing the fix worked
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#### If ALL boxes are checked and still broken
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- You MUST profile with Instruments > Core Animation
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- Time cost: 30-60 minutes (unavoidable for edge cases)
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- Hardcoding, asyncAfter, or "shipping and hoping" are FORBIDDEN
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- Ask for guidance before adding any workarounds
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#### Time cost transparency
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- Pattern 1: 2-5 minutes
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- Pattern 2: 3-5 minutes
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- Instruments profiling: 30-60 minutes (for edge cases only)
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- Trying random fixes without profiling: 2-4 hours + risk of shipping broken
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## Common Mistakes
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❌ **Setting completion handler AFTER adding animation**
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- Completion is not set in time
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- Fix: Set completion BEFORE `layer.add()`
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❌ **Assuming simulator timing = device timing**
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- Simulator runs 60Hz, devices run 60Hz-120Hz
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- Fix: Test on real device before tuning duration
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❌ **Hardcoding device-specific values**
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- "This value works on iPhone 15 Pro" → fails on iPhone 12
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- Fix: Use `ProcessInfo.processInfo.processorCount` or test class
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❌ **Wrapping animation in CATransaction.setAnimationDuration()**
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- Overrides all animation durations in that transaction
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- Fix: Set duration on animation, not transaction
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❌ **FORBIDDEN: Using strong self in completion handler**
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- GUARANTEED retain cycle: self → animation → completion → self
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- Fix: ALWAYS use `[weak self]` with guard
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❌ **Not removing old animation before adding new**
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- Same keyPath replaces previous animation
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- Fix: `layer.removeAnimation(forKey:)` first or use unique keys
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❌ **Ignoring layer.speed and layer.timeOffset**
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- These scale animation timing invisibly
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- Fix: Check these values if timing is wrong
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## Real-World Impact
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**Before** CAAnimation debugging 2-4 hours per issue
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- Print everywhere, test on simulator, hardcode values, ship and hope
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- "Maybe it's a device bug?"
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- DispatchQueue.asyncAfter as fallback timer
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**After** 15-30 minutes with systematic diagnosis
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- Check completion handler setup (2 min)
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- Check CATransaction wrapping (3 min)
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- Check layer state and duration mismatch (5 min)
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- Identify root cause, apply pattern (5 min)
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- Test on real device (varies)
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**Key insight** CAAnimation issues are almost always CATransaction, layer state, or frame rate assumptions, never Core Animation bugs.
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---
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**Last Updated**: 2025-11-30
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**Status**: TDD-tested with pressure scenarios
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**Framework**: UIKit CAAnimation
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